Boundless - vdragon
This update is accessible via the "Live" release of Boundless on Steam.



Please report all issues discovered with the update to this support thread.

It is a good idea to close and restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it's unlikely you'll get the latest version. (Annoying yes!)

Release Notes:
  • Added LODs to planet textures to reduce bandwidth/memory usage for distant planets.
  • Fixed seams in rendering of planets.
  • Added noise to colour map of planets to break up uniform surfaces. The noise should actually match up with how the world really renders! Though we additionally added a little noise to liquids too which isn't normally done in-game.
  • Fixed grass dropping incorrect colour of dirt.
  • Fixed minor pixel-wide gaps appearing on chunk borders within the same level of detail.
  • Fixed minor pixel-wide gaps appearing on chunk borders between LOD 0/LOD 1 as long as terrain detail is not set to LOW in the graphics options (We will most certainly remove the LOW option at some point as it breaks gameplay by being 'too' low detail in the near-distance).
  • Fixed game startup issue that prevented new players from starting the game. Sorry!
Cross posted from devlog forum which can be found here
Boundless - vdragon
This update is accessible via the "Live" release of Boundless on Steam.



Please report all issues discovered with the update to this support thread.

It is a good idea to close and restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it's unlikely you'll get the latest version. (Annoying yes!)

Release Notes:
  • Added LODs to planet textures to reduce bandwidth/memory usage for distant planets.
  • Fixed seams in rendering of planets.
  • Added noise to colour map of planets to break up uniform surfaces. The noise should actually match up with how the world really renders! Though we additionally added a little noise to liquids too which isn't normally done in-game.
  • Fixed grass dropping incorrect colour of dirt.
  • Fixed minor pixel-wide gaps appearing on chunk borders within the same level of detail.
  • Fixed minor pixel-wide gaps appearing on chunk borders between LOD 0/LOD 1 as long as terrain detail is not set to LOW in the graphics options (We will most certainly remove the LOW option at some point as it breaks gameplay by being 'too' low detail in the near-distance).
  • Fixed game startup issue that prevented new players from starting the game. Sorry!
Cross posted from devlog forum which can be found here
Boundless - vdragon
Testing 28 promoted to Live.

This update is accessible via the "Live" release of Boundless on Steam.




We have released the latest Testing version to a full Live release of Boundless on Steam. This release contains all the features and fixes from the Testing 15 to Testing 28 releases, listed below:
This new release of Boundless to Live supports 4 geo-location regions: US-East, US-West, EU-Central and Australia. You will be able to select your initial spawn region the first time you enter the game. Once spawned you will need to Warp to different Worlds to explore the new Boundless universe.

These new Live worlds will be fully maintained (i.e. no wipes) until (at a minimum) the start of next year, and hopefully longer until 1.0.

The Testing release and worlds will be taken offline until there is something new to test. New Testing releases will be announced as usual.

Please report all issues discovered with the update to this support thread.

Cross posted from devlog forum which can be found here
Boundless - vdragon
Testing 28 promoted to Live.

This update is accessible via the "Live" release of Boundless on Steam.




We have released the latest Testing version to a full Live release of Boundless on Steam. This release contains all the features and fixes from the Testing 15 to Testing 28 releases, listed below:
This new release of Boundless to Live supports 4 geo-location regions: US-East, US-West, EU-Central and Australia. You will be able to select your initial spawn region the first time you enter the game. Once spawned you will need to Warp to different Worlds to explore the new Boundless universe.

These new Live worlds will be fully maintained (i.e. no wipes) until (at a minimum) the start of next year, and hopefully longer until 1.0.

The Testing release and worlds will be taken offline until there is something new to test. New Testing releases will be announced as usual.

Please report all issues discovered with the update to this support thread.

Cross posted from devlog forum which can be found here
Boundless - vdragon
This update is accessible via the Steam Beta "Testing" release of Boundless.



This is the last "Testing" release. Assume we find no critical issues the build will be promoted to Steam "Live" for all players.

Please report all issues discovered with the update to this support thread.

Release Notes:
  • Art:
    • Final shovel models added and now positioned correctly in the hand and GUI.
    • Increased local planets' size and texture detail.
  • Crafting:
    • Conduit blocks can now be broken by any tool.
  • Creatures:
    • Fixed creature flinching. Creatures are a lot more capable in combat!
  • GUI + HUD:
    • Fixed inventory bug where soil collections would sometimes be represented by a beacon control block.
    • Corrected GUI display count of number of recipe input items available.
  • Player Spawning:
    • The first time running the game, players will be given a choice of geographical regions to initially spawn in, once in a chosen region it will be a challenge to get to other geographical regions in-game, so choose wisely.
Known Issues:

The following items are known issues in this release.
  • Planet textures are duplicated as we have changed their resolution without rebuilding them which would be expensive. We decided it wasn't worth doing as the Live release will have a new set of worlds.
  • Some of the items displayed in the inventory screen are not positioned correctly.
  • Some of the items are not positioned in the hand correctly when the players are seen in 3rd person view.
  • Z-fighting with some items (workbench and other machines) when placed underwater.
  • The recipes are not final.
  • Some items in player hands in 3rd person view are huge (e.g. Power Core).
  • Sometimes the animation for left handed tools do not swing continuously.
  • Occasional crash after choosing to join client from World Builder.
  • New players will sometimes spawn in deep caves.
Cross posted from devlog forum which can be found here
Boundless - vdragon
This update is accessible via the Steam Beta "Testing" release of Boundless.



This is the last "Testing" release. Assume we find no critical issues the build will be promoted to Steam "Live" for all players.

Please report all issues discovered with the update to this support thread.

Release Notes:
  • Art:
    • Final shovel models added and now positioned correctly in the hand and GUI.
    • Increased local planets' size and texture detail.
  • Crafting:
    • Conduit blocks can now be broken by any tool.
  • Creatures:
    • Fixed creature flinching. Creatures are a lot more capable in combat!
  • GUI + HUD:
    • Fixed inventory bug where soil collections would sometimes be represented by a beacon control block.
    • Corrected GUI display count of number of recipe input items available.
  • Player Spawning:
    • The first time running the game, players will be given a choice of geographical regions to initially spawn in, once in a chosen region it will be a challenge to get to other geographical regions in-game, so choose wisely.
Known Issues:

The following items are known issues in this release.
  • Planet textures are duplicated as we have changed their resolution without rebuilding them which would be expensive. We decided it wasn't worth doing as the Live release will have a new set of worlds.
  • Some of the items displayed in the inventory screen are not positioned correctly.
  • Some of the items are not positioned in the hand correctly when the players are seen in 3rd person view.
  • Z-fighting with some items (workbench and other machines) when placed underwater.
  • The recipes are not final.
  • Some items in player hands in 3rd person view are huge (e.g. Power Core).
  • Sometimes the animation for left handed tools do not swing continuously.
  • Occasional crash after choosing to join client from World Builder.
  • New players will sometimes spawn in deep caves.
Cross posted from devlog forum which can be found here
Boundless - vdragon
We have been updating the "Testing" version of Boundless everyday this week. Thank you very much for all the bug reports and feedback! We are planning to update the Live version early next week (the week starting Oct 3rd). More details about the Live update can be found here.

All the details of the recent releases are listed here:
Here is the list of things we will be focusing on throughout October.
  • HUD + GUI update to the new skin.
  • More Creatures added to the game: asset creation and gameplay.
  • Slingbow, Grapple and Lance mesh updates.
  • New SFXs and VFXs.
Code
Beside the released code we continue to evaluate backend databases to help scale up. We’ve been evaluating LevelDB, LMDB and RocksDB, running various tests with full sized worlds to see how they perform. So far RocksDB is looking the strongest for our test cases.

Design
Ollie has been mainly concentrating on the releases, so mainly bug fixing, but also making sure the worlds are built and in a good state for our push to Live.

Luke has been helping with the releases, but also focusing on the beginning of the game, and how we introduce new players into the Boundless Universe.

Rob has been nailing down the HUD design, including the compass that was released in an early form this week. Part of that has meant looking into how we display combat information which has prompted many interesting discussions.



Art
This week the art team has been busy supporting the Testing releases and generating sky colours for the twelve different worlds coming to the Live release. We’ll be iterating the sky and block colour palettes for these worlds over the coming weeks as we iterate the generative colour system.

We’ve been concepting natural props to populate the biomes. Prefabs are working well adding interest to the worlds and we plan to enhance them with a suite of natural prop meshes. Here’s a sneak work in progress peek:



We’ve posted four more creature concepts, heavy flyer, hunter, ape-like and the relative scales sheets. Links for all the creatures posted so far:
The Level 5 Wildstock will be the first creature introduced to the game.

Work has continued on the final tool models with all the chisels now completed and the shovels started.




Cross posted from devlog forum which can be found here
Boundless - vdragon
We have been updating the "Testing" version of Boundless everyday this week. Thank you very much for all the bug reports and feedback! We are planning to update the Live version early next week (the week starting Oct 3rd). More details about the Live update can be found here.

All the details of the recent releases are listed here:
Here is the list of things we will be focusing on throughout October.
  • HUD + GUI update to the new skin.
  • More Creatures added to the game: asset creation and gameplay.
  • Slingbow, Grapple and Lance mesh updates.
  • New SFXs and VFXs.
Code
Beside the released code we continue to evaluate backend databases to help scale up. We’ve been evaluating LevelDB, LMDB and RocksDB, running various tests with full sized worlds to see how they perform. So far RocksDB is looking the strongest for our test cases.

Design
Ollie has been mainly concentrating on the releases, so mainly bug fixing, but also making sure the worlds are built and in a good state for our push to Live.

Luke has been helping with the releases, but also focusing on the beginning of the game, and how we introduce new players into the Boundless Universe.

Rob has been nailing down the HUD design, including the compass that was released in an early form this week. Part of that has meant looking into how we display combat information which has prompted many interesting discussions.



Art
This week the art team has been busy supporting the Testing releases and generating sky colours for the twelve different worlds coming to the Live release. We’ll be iterating the sky and block colour palettes for these worlds over the coming weeks as we iterate the generative colour system.

We’ve been concepting natural props to populate the biomes. Prefabs are working well adding interest to the worlds and we plan to enhance them with a suite of natural prop meshes. Here’s a sneak work in progress peek:



We’ve posted four more creature concepts, heavy flyer, hunter, ape-like and the relative scales sheets. Links for all the creatures posted so far:
The Level 5 Wildstock will be the first creature introduced to the game.

Work has continued on the final tool models with all the chisels now completed and the shovels started.




Cross posted from devlog forum which can be found here
Boundless - vdragon
This update is accessible via the Steam Beta "Testing" release of Boundless.



The release will be accessible as "Testing" until the start of next week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.

Please report all issues discovered with the update to this support thread.

Release Notes:
  • Player spawning:
    • Initial player spawning fully implemented so that new players to the game will always spawn in a nice safe location that isn't in an ocean, a cave or on a three-d island and not on steep terrain or on top of trees or inside of beacons.
    • There are 3 modes to the initial player spawning, though until we have a menu only one is available:
      • Near beacons: spawn near beacons that exist on your spawn world.
      • Away from beacons: spawn 'near-ish' beacons so that a beacon will be reasonably close to your location.
      • Wilderness: spawn 'very' far from beacons that exist on your spawn world, in the hopefully untouched wilderness.
  • Art:
    • Rotated the new totem model 180 degrees so the totem ammo can be clearly seen in 1st person view.
    • Added a whole bunch of positioning fixes for items held in 1st and 3rd person and seen in the GUI.
  • Worldbuilder:
    • Additional placeholder colours can be seen in the world builder. These will be recoloured at some future point.
    • Fix client connect to worldbuilder and worldbuilder not being able to open files for some people.
  • Engine:
    • Fixes for lag issues when clients run at a lower framerate.
    • Fixes for Z-fighting of lava/water against terrain far from (0,0) in the world.
  • GUI + HUD:
    • Fixed bug allowing putting down items to readOnly slots.
    • Improved the budget interaction in selling plinth.
  • Shop Plinths:
    • Fixed bug with transactions in selling plinths.
Known Issues:

The following items are known issues in this release.
  • Some of the items displayed in the inventory screen are not positioned correctly.
  • Some of the items are not positioned in the hand correctly when the players are seen in 3rd person view.
  • Z-fighting with some items (workbench and other machines) when placed underwater.
  • The recipes are not final.
  • Some items in player hands in 3rd person view are huge (e.g. Power Core).
  • Sometimes the animation for left handed tools do not swing continuously.

Cross posted from devlog forum which can be found here
Boundless - vdragon
This update is accessible via the Steam Beta "Testing" release of Boundless.



The release will be accessible as "Testing" until the start of next week, whilst we resolve issues with the playing community. When this additional polish is complete the release will be promoted to Steam "Live" for all players.

Please report all issues discovered with the update to this support thread.

Release Notes:
  • Player spawning:
    • Initial player spawning fully implemented so that new players to the game will always spawn in a nice safe location that isn't in an ocean, a cave or on a three-d island and not on steep terrain or on top of trees or inside of beacons.
    • There are 3 modes to the initial player spawning, though until we have a menu only one is available:
      • Near beacons: spawn near beacons that exist on your spawn world.
      • Away from beacons: spawn 'near-ish' beacons so that a beacon will be reasonably close to your location.
      • Wilderness: spawn 'very' far from beacons that exist on your spawn world, in the hopefully untouched wilderness.
  • Art:
    • Rotated the new totem model 180 degrees so the totem ammo can be clearly seen in 1st person view.
    • Added a whole bunch of positioning fixes for items held in 1st and 3rd person and seen in the GUI.
  • Worldbuilder:
    • Additional placeholder colours can be seen in the world builder. These will be recoloured at some future point.
    • Fix client connect to worldbuilder and worldbuilder not being able to open files for some people.
  • Engine:
    • Fixes for lag issues when clients run at a lower framerate.
    • Fixes for Z-fighting of lava/water against terrain far from (0,0) in the world.
  • GUI + HUD:
    • Fixed bug allowing putting down items to readOnly slots.
    • Improved the budget interaction in selling plinth.
  • Shop Plinths:
    • Fixed bug with transactions in selling plinths.
Known Issues:

The following items are known issues in this release.
  • Some of the items displayed in the inventory screen are not positioned correctly.
  • Some of the items are not positioned in the hand correctly when the players are seen in 3rd person view.
  • Z-fighting with some items (workbench and other machines) when placed underwater.
  • The recipes are not final.
  • Some items in player hands in 3rd person view are huge (e.g. Power Core).
  • Sometimes the animation for left handed tools do not swing continuously.

Cross posted from devlog forum which can be found here
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